Bansed
- Bansed
- JIRAUSER749457
- Europe/Stockholm
- Yes
- No
This is how the trial chambers generate, see attachment.
Trial Chamber, chamber 8's floor design is inconsistent
Trial Chamber, chamber 8's floor design is inconsistent with other rooms. The waxed oxidized cut copper is either inbetween the pillars or not. It never wraps around.
See chamber 4 for reference design pattern in chambers.
minecraft:trial_chambers/chamber/chamber_8
minecraft:trial_chambers/chamber/chamber_4
The Bug
Attaching a boat that is on a lead to a fence that already has another entity leashed to it removes the lead for the entity already on the fence, rather than attaching the boat to the fence. This is unlike any other entity.
Also, as Bansed stated, this bug only occurs when right-clicking on the leash knot part on the fence; if the lead is used on the fence instead, the boat can be leashed even when there is another entity attached to the fence. However, other entities can still be leashed onto a fence by right-clicking on the leash knot.
How to Reproduce
See this video: MC-272789.mp4![]()
- Place a fence and two boats near it. You can use any other entity that can be leashed (e.g. cow), but the boat must be the last entity to be leashed onto the fence.
- Attach one entity that can be leashed (e.g. boat, cow) to the fence using a lead. Make sure the leash is not attached to you!
- Attach the other boat to the fence using a lead.
Note how the leash knot for the other boat is removed rather than adding the other boat's leash to the fence.
Trying this with other entities (e.g. cows) produces the expected result, where both entities can be attached without having to remove one.
Thank you for your report!
However, this issue is Invalid per the previous comments by Bansed and Dhranios.
Quote from the provided changelog:
Mob attack reach changes
The calculations to determine whether a mob can attack a player or other mobs have been changed. Previously a mob's horizontal width was used to determine their attack reach and their height had no effect. The area where a mob can attack is now their bounding box extended in horizontal directions.
Here are some situations where the new rules will affect the reach of mobs:
- If a mob is entirely below you, or entirely above you, it will not be able to reach you
- While riding on a medium-sized mob, like a Horse, you will be protected from small mobs, like Baby Zombies
- While riding on a tall mob, like a Camel, you will be protected from standard size mobs, like Zombies
- Also, Ravagers won't be able to attack you through a few block thick walls anymore
- However, to escape from an Enderman, you need to be at least 3 blocks above the ground, not 1.5 as before
- Mobs will be able to attack you with the bottom of their hitbox, assuming your head is in range
- Builds that trap hostile mobs might need to be adjusted to be safe
This change does not affect the reach of players, and mobs still need to see their target to attack it. We believe this new system will be more intuitive and will result in a more consistent behavior, and we welcome all feedback on this change.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support (Technical Issues) – 📧 Microsoft Support (Account Issues)
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I think this report is already being tracked in
MC-108495Can confirm. It's also not possible to unleash the boat once you leashed it and a mob rides the boat as you can see in the attachment.
Polished tuff slabs are not in the game
Can confirm. However, if you click the fence part instead of the leash knot it works. See attachment boatleash.mp4
This is working as intended since you're just unbinding the Walk Forwards key.
Can confirm in 1.20.6 and 1.21 Pre-Release 2
Can confirm for 1.20.6
Also doesn't work when gamerule spectatorsGenerateChunks is set to true
Can confirm, its also possible to interact with other entities while inside an interaction entity sometimes. Although a new issue might need to be created for that.
I think MC-125546 describes this issue.
Can confirm, might be working as intended since setting the gamerule mobGriefing to true prevents the mob from picking up the item. Related to MC-49302 ?
Can confirm.
Can confirm. The entity visually is in the air but if you break the boat, the cow updates to be where to boat was. After this update the lead is still visually attached but doesn't behave like it is. See attachment
@BugTracker the issue you mentioned seems to be different from this one. In report
MC-91787you can see the mob being damaged while in this issue you can't damage the mob. It also seems that the issue you mentioned isn't reproduceable by others.Can confirm.
That looks to be working as intended. Could you elaborate on what's wrong?
Can confirm
This issue is being tracked in MC-129568
Likely won't get fixed, see
MC-19005Can confirm
Can confirm
Looking at the screenshot you provided, this is not the case. Your skin gives the illusions there's 3 pixels while in reality there's 4. See attachment
Can confirm.
Can confirm
Can confirm in 1.21. The same issue occurs when flying thru scaffolding and while flying on the side of ladders
Hey, copying your command didn't work, but retyping your command I saw the issue with your post. You're spawning the horse with its hitbox inside the border, that way you can just walk straight thru (see attachment). So I would say this issue is working as intended.
Corrected command:
/give @p horse_spawn_egg[entity_data={id:"minecraft:horse",EatingHaystack:1b,Tame:1b,Variant:0,body_armor_item:
{id:"minecraft:diamond_horse_armor",count:1},active_effects:[\{id:"minecraft:speed",amplifier:50,duration:99999,show_particles:1b},\{id:"minecraft:resistance",amplifier:255,duration:99999,show_particles:1b},\{id:"minecraft:jump_boost",amplifier:125,duration:99999,show_particles:1b},\{id:"minecraft:absorption",amplifier:1,duration:1,show_particles:0b}],SaddleItem:{id:"minecraft:saddle",Count:1b}}] 1
Can confirm in 1.21.1.
@BugTracker unlike MCPE-180919 , knockback from the windburst enchantment from the mace does seem to work.
Oops I duplicated issue
MC-275298Can confirm, the animation also doesn't play in 3rd person. See attachtment.
Can confirm in 24w34a.
Can confirm. See attachment.
Can confirm, it also visually changes when you reload the chunk its in.
Can confirm.
Hey, we don't have access to the google drive link you provided, however I was able to reproduce the bug, see attachment. Edit: this issue is duplicating MC-103452 like beebee commented.
Duplicates
MC-193083, was resolved as Won't Fix.This bug still seems in-game even though this issue has been marked as fixed in 24w36a. See attachment 24w36a Bansed.mp4
.
Can confirm. Although the first command didn't work for me, here's the fixed one:
/give @s minecraft:iron_sword[minecraft:custom_model_data=2561001,minecraft:custom_data=\{customdata:1b},minecraft:item_name='\{"text":"custom"}',minecraft:max_damage=50]
Can confirm.
I was not able to replicate this. Are you sure your difficulty wasn't set to peaceful?
I've found 2 spots where its possible for mobs to escape. The one with the smoker makes it possible for any animal to escape, but the one with the snow pile always makes it possible for horses to escape. The pen with 4 water logged stairs doesn't make it possible to escape (from what I have tested).
Can confirm.
Duplicates MC-188789.
Does MC-139548 describe your issue?
Yes this was change in 23w33a, you can read about it here.
Can confirm, see this video. The starting room structure (after the starting countdown) should have spawned but didn't.
Seems to work fine for me, it could have been a night with a new moon (opposite of full moon) which makes it impossible for slime to spawn.
This probably isn't WAI since custom world generation and custom dimensions are experimental features, whereas structure files are not. Structures work perfectly fine when loaded from a minigame world.